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The pyramid of game design : designing, producing and launching service games
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ISBN: 0429815662 0429815670 042944463X Year: 2019 Publisher: Boca Raton ; London ; New York : CRC Press, Taylor & Francis Group,

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Global games : production, circulation and policy in the networked era
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ISBN: 0415858879 0203704029 1135114641 Year: 2017 Publisher: New York : Routledge,

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Customer competences and innovation capability : empirical investigation for the example of the German video games industry
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ISBN: 3736949162 9783736949164 9783954049165 Year: 2015 Publisher: Gottingen, [Germany] : Cuvillier Verlag,


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Cooperative gaming : diversity in the games industry and how to cultivate inclusion
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ISBN: 0429324820 100009362X 1000093662 Year: 2021 Publisher: Boca Raton, Florida ; London ; New York : CRC Press,

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"Cooperative Gaming provides context and practical advice regarding diversity in the games industry. It begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. It looks at the different facets of diversity and games"--


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Cooperative gaming : diversity in the games industry and how to cultivate inclusion
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ISBN: 9780367342807 0367342804 9780367342791 0367342790 Year: 2020 Publisher: Boca Raton CRC Press

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"Cooperative Gaming provides context and practical advice regarding diversity in the games industry. The book begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. The book looks at the different facets of diversity and games, exploring the issues and solutions within game development, studio management, event planning, and more. It provides people with practical advice about being a marginalized person in the games industry and how to be heard, how studios can support inclusive practices, and events can actively become more accessible to a diverse audience."-- Publisher's website


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Game production studies
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ISBN: 9048551730 Year: 2021 Publisher: Amsterdam : Amsterdam University Press,

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Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.


Book
The videogame industry does not exist : why we should think beyond commercial game production
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ISBN: 0262374137 0262374145 0262545403 Year: 2023 Publisher: Cambridge, MA : The MIT Press,

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The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom -- in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work -- a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes -- all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production--ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.


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How Nintendo positioned the launch of Wii
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Year: 2016 Publisher: London : Henry Stewart Talks,

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The case study reviews how Nintendo positioned the launch of Wii.

Game work : language, power, and computer game culture
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ISBN: 0817351256 0817381422 9780817381424 0817314180 9780817314187 9780817351250 Year: 2004 Publisher: Tuscaloosa, Ala. : University of Alabama Press,

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Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power.


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Independent videogames : cultures, networks, techniques and politics
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ISBN: 0367336219 100020099X 9781000200997 9781000201154 1000201155 9781000201079 1000201074 9780367336219 0367336200 9780367336202 Year: 2021 Publisher: London ; New York : Routledge, Taylor & Francis Group,

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